
<!-- This template shows the full capabilities of the scenario script parser -->

<scenario >   <!-- This is a scenario and not a variant set -->

   <!-- Scenario-wide game parameters -->
   <!-- Leave a parameter unspecified to use the default values -->

   <game_params 
		glyphs_needed="12" 		
		turns_per_level="85"
		mining_requirement="1000" 	
		road_cost="5"
		mining_bonus="10"
		gather_troops_time="10"
		population_limit="400"
		population_growth="0.003f"
		obelisk_power="50"
		initial_scarab_power="95"
		initial_scarab_power_per_level="5"
		advisor_glyph_limit="3" 	
		advisor_level_limit="6"
		multi_horde_threshold="700"
		multi_horde_min="400"   
		multi_horde_max="600"    
		/> 

   <!-- Messages for when we win or lose -->
   <message event="LoseGame" text="You are the loser!" />
   <message event="WinGame"  text="You are the winner!" />

   <!-- SAMPLE LEVELS -->

   <!-- Sample #1 -->
   <level variant="CapitalCity" /> <!-- Use the CapitalCity variant -->


   <!-- Sample #2 -->
   <level need_glyph="yes" >   <!-- Don't go to the next level variant until we've earned a glyph --> 

      <!-- Set a custom message to be displayed at the start of the level -->
      <message text="Welcome to the two mountain level.\nYou need a glyph to move on." />

      <!-- Specify map generation parameters -->
      <map mountains="2" />
   </level> 

   <!-- Sample #3 -->
   <level >
      <!-- This message is shown the first time we play the level this game.  -->
      <message repetition="1" text="On this level, roads are free" />

      <!-- This message is shown the second time.  -->
      <message repetition="2" text="Don't forget that roads are free." />

      <!-- This message is shown all other times.  -->
      <message  text="If you haven't figured out that roads free by now, I really can't help you." />
      
      <!-- Game params can be specified on a per-level basis -->
      <game_params road_cost="0" />

   </level>

   <!-- Note that the final level of a script always repeats until the player wins or loses the game -->


   <!-- SUMMARY OF GAME PARAMETERS -->
   <!-- ========================================================================== -->
   <!-- glyphs_needed:          Glyphs needed to win the game		 -->
   <!-- turns_per_level:        Number of turns in a level  -->
   <!-- mining_requirement:     Number of miner-turns to get one tech level -->
   <!-- road_cost:              Follower cost to build a road  -->
   <!-- mining_bonus:           Per-mine bonus for mining, in miner equivalents  -->
   <!-- gather_troops_time:     Length of the 'gather troops' phase in seconds (float)  -->
   <!-- population_limit:       Max population per city -->
   <!-- population_growth:      Population growth per current population per connnected city per turn  -->
   <!-- obelisk_power:          Damage done by the obelisk   -->
   <!-- advisor_glyph_limit:    Glyphs you can get before the advisor goes away 	 -->
   <!-- advisor_level_limit:    Levels that can pass before advisor goes away  -->
   <!-- multi_horde_threshold:  Total barbarian population at which a smaller horde breaks off -->
   <!-- multi_horde_min:        Minimum size of a broken-off multi-horde  -->
   <!-- multi_horde_max:        Max size of a broken-off multi-horde      -->
   <!-- saboteur_deadline:      The turn number (counting down from 85) by which the saboteur must be thwarted    -->
   <!--                                                            -->
   <!--     Starting scarab power =" (inital)" + (per_level) * (level_difficulty) -->
   <!--                                                            -->
   <!-- initial_scarab_power                 -->
   <!-- initial_scarab_power_per_level       -->
   <!-- ========================================================================== -->

   <!-- SUMMARY OF LEVEL PARAMETERS -->
   <!-- ========================================================================== -->
   <!-- variant="name"             Name of level variant to be used.-->
   <!-- need_glyph="yes/no"        If yes, don't move on until we've earned a glyph on this variant.  Default is no. -->
   <!-- until_glyph="N"             Keep playing this level intil the total number of glyphs we have earned for the whole game is N -->
   <!-- default_message="yes/no"   If no, don't display the default message for this variant.  Default is yes.  -->
   <!-- repeat_count="N			" Play this level N times before moving on. -->
   <!-- ======================================================================== -->

   <!-- SUMMARY OF MAP PARAMETERS -->
   <!-- Note that some map settings may be impossible to satisfy, in which case the behavior of the map generator will be unpredictable -->
   <!-- ========================================================================== -->
   <!-- cities_min="N"              Set the minimum number of cities on the map -->
   <!-- cities_max="N"              Set the maximum number of cities on the map -->
   <!-- cities="N"                  Set the exact number of cities.  Same as setting cities_min and cities_max to the same number. -->
   <!-- hints="N"                   Set the number of ?-mark hints -->
   <!-- mountains="N"               Set the number of complete mountain ranges -->
   <!-- swords="N"                  Set the number of sword treasures -->
   <!-- spears="N"                  Set the number of spear treasures -->
   <!-- hammers="N"                 Set the number of hammer treasures -->
   <!-- small_lamps="N"             Set the number of 'small' lamp treasures -->
   <!-- large_lamps="N"             Set the number of 'large' lamp treasures -->
   <!-- gems="N"                    Set the number of gem treasures -->
   <!-- saboteurs="N"               Set the number of saboteurs -->
   <!-- forests="N				" Set the number of forest tiles -->
   <!-- ========================================================================== -->

</scenario>






